# Planet District Zones # zone_test_01 = { # potential = { # Trigger that defines whether the zone can potentially be built on the Planet. Scope = Planet # always = yes # } # # unlock = { # Trigger that defines whether the zone is unlocked for building on the planet. Scope = Planet # always = yes # } # # resources = { # Cost of building. Scope = Planet # category = planet_districts # cost = { # minerals = 50 # } # } # # max_buildings = 3 # Number of slots for buildings. # # planet_modifier = { # Planet modifier from the zone # } # # triggered_planet_modifier = { # Triggered planet modifier from the zone. Scope = Planet # potential = { # always = yes # } # } # # triggered_planet_pop_group_modifier = { # Triggered modifier applied to pop groups on planet. # potential = { # Modifier values are divided in proportion to size between pop groups for which the trigger is true. # always = yes # Scope = Pop group # } # } # # district_planet_modifier = { # Planet modifier from the zone. Modifier value is multiplied by the District Level # } # # triggered_district_planet_modifier = { # Triggered planet modifier from the zone. Modifier value is multiplied by the District Level. Scope = Planet # potential = { # always = yes # } # } # # include = { } # Buildings listed here can be constructed in this zone. # # exclude = { } # Buildings listed here cannot be constructed in this zone. # # included_building_sets = { # # Buildings belonging to any building set listed here can be constructed in this zone. # } # # excluded_building_sets = { # # Buildings belonging to any building set listed here cannot be constructed in this zone. # } # # triggered_desc = { # Triggered description of the zone's effect. Scope = Planet # trigger = { # exists = owner # } # text = job_clerk_effect_desc # } # } zone_rg_city_housing = { icon = GFX_colony_type_urban base_buildtime = 120 potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { } } include = { all } included_building_sets = { } triggered_district_planet_modifier = { potential = { exists = owner } planet_housing_add = 3000 planet_crime_add = -10 planet_amenities_add = 1000 } planet_modifier = { zone_building_slots_add = 3 } } zone_rg_city_foundry = { icon = GFX_resource_energy_large base_buildtime = 120 potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { } } include = { all } included_building_sets = { } inline_script = { script = jobs/zone_technicians_add AMOUNT = 1000 } inline_script = { script = jobs/zone_miner_add AMOUNT = 1000 } inline_script = { script = jobs/zone_farmers_add AMOUNT = 1000 } planet_modifier = { zone_building_slots_add = 3 } } zone_rg_city_alloys = { icon = GFX_resource_energy_large base_buildtime = 120 potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { } } include = { all } included_building_sets = { } inline_script = { script = jobs/zone_factory_add AMOUNT = 500 } inline_script = { script = jobs/zone_foundry_add AMOUNT = 500 } planet_modifier = { zone_building_slots_add = 3 } } zone_rg_city_science = { icon = GFX_colony_type_research base_buildtime = 120 potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { } } include = { all } included_building_sets = { } inline_script = { script = jobs/zone_researchers_add AMOUNT = 1000 } planet_modifier = { zone_building_slots_add = 3 } }